What is the point of Research 10 and more?

BOTF Strategy Guide

Moderator: thunderchero

Post Reply
User avatar
Alexon
Cadet 1st Year
Cadet 1st Year
Posts: 3
Joined: Tue Jan 21, 2014 1:42 pm

What is the point of Research 10 and more?

Post by Alexon » Tue Jan 21, 2014 1:59 pm

Hello dear ST or strategy fans :)

I play this game only occasionally and thus am not fully aware of everything. By the way I was registered at this forum years ago, but I don't remember the user name.

Recently I've read this guide: calladices-faq-birth-of-the-federation-a-strategy-guide
It is very comprehensive and itself a treat to read. (except for the exploits he recommends wtf)

From the guide a few questions evolved, where one is this.
Here is a cite from the guide that made me question this myself. However and btw when I review my games always wondered about it :)
When [...] your research nearing future tech 1 (11 in each category)
This implies to me that Calladice has reasearched everything to 10.

The question or tldr;
I looked at for example: Research - Object databse - Biotechnology - (10) Siliko Biotechnology
You can see there that Biotechnology 10 doesn't enable new structures or ships.
  • So generally and by itself what is the point of researching something to 10 if it's not for some ship?
  • Btw: Which advantages do give "Future Tech1" like Bio 11 (or even 12)** ?
Thanks in advance. I tried to search for an answer before, but it didn't reach me.

**ps: I am aware of Energytechnology increasing Shield Generator's capacity by 50/techlevel.
Last edited by Alexon on Sun Jan 26, 2014 2:44 pm, edited 1 time in total.
~ The slowest one goes always faster than one who wanders around aimlessly ~
I also play EVE Online, click here as my buddy, add mrsclean.

User avatar
cleverwise
Captain
Captain
Posts: 601
Joined: Sun Jul 28, 2013 3:09 pm
Location: 127.0.0.1

Re: What is the point of Research 10 and more?

Post by cleverwise » Wed Jan 22, 2014 3:16 pm

To my knowledge there isn't much of an advantage. I could be wrong but once 10 is reached I don't bother researching any more as it seems to be the main limit of the game.
Trek On,

Jeremy
Pssstt... I got a cute Tribble for you.

User avatar
Flocke
BORG Trouble Maker
BORG Trouble Maker
Posts: 2532
Joined: Sun Apr 27, 2008 2:00 am
Location: Hamburg, Germany
Contact:

Re: What is the point of Research 10 and more?

Post by Flocke » Wed Jan 22, 2014 4:05 pm

you get a little technology bonus on e.g. production each tech level break through
further ship defense in combat I think depends on weapon tech
but in practice I see not much use to research any further

User avatar
adi
Commander
Commander
Posts: 442
Joined: Sun Aug 12, 2012 6:53 pm
Location: US East Coast

Re: What is the point of Research 10 and more?

Post by adi » Wed Jan 22, 2014 4:38 pm

For me, the research is for the ships. So I don't research any further once i get latest ships; although you might get a small bonus to production, farms and energy buildings. If i have unmaned industry and intel buildings, i switch the research man power to those.

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 5865
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: What is the point of Research 10 and more?

Post by thunderchero » Wed Jan 22, 2014 6:01 pm

Alexon wrote:The question or tldr;
I looked at for example: Research - Object databse - Biotechnology - (10) Siliko Biotechnology
You can see there that Biotechnology 10 doesn't enable new structures or ships.

So generally and by itself what is the point of researching something to 10 if it's not for some ship?Btw: Which advantages do give "Future Tech1" like Bio 11 (or even 12)** ?

Thanks in advance. I tried to search for an answer before, but it didn't reach me.
in vanilla (some mods change this) the advantage you will get is a 3% increase per tech level to the bonus (for manned structures) for food, industry, energy. I have never checked but think it also should give increase to weapons as well (weapon power increase every weapon tech normally).

thunderchero

User avatar
cleverwise
Captain
Captain
Posts: 601
Joined: Sun Jul 28, 2013 3:09 pm
Location: 127.0.0.1

Re: What is the point of Research 10 and more?

Post by cleverwise » Wed Jan 22, 2014 7:42 pm

TC knows his BotF. TC it is amazing how much you know about the game. :-)
Trek On,

Jeremy
Pssstt... I got a cute Tribble for you.

User avatar
Alexon
Cadet 1st Year
Cadet 1st Year
Posts: 3
Joined: Tue Jan 21, 2014 1:42 pm

Re: What is the point of Research 10 and more?

Post by Alexon » Sat Jan 25, 2014 4:26 pm

Thanks alot @ all. :up:

Biotec, Engineering, Energy tec, Weapon tec are clear now.

Leaving two technologies that are not clear to me or rather said are open for discussion:
-I guess propulsion makes ships more mobile/agile (?).
-But I really have no clue what computer technology affects.
--perhaps ship's accuracy in combat (?)
--edit: I tried to test if computer changes security at all, I teched from comp 5 -> comp 6. No bonus: I had 2530 points before and 2530 points afterwards in the security tab. I guess only a modder could answer that.
~ The slowest one goes always faster than one who wanders around aimlessly ~
I also play EVE Online, click here as my buddy, add mrsclean.

User avatar
adi
Commander
Commander
Posts: 442
Joined: Sun Aug 12, 2012 6:53 pm
Location: US East Coast

Re: What is the point of Research 10 and more?

Post by adi » Tue Jan 28, 2014 11:40 am

Alexon wrote:Thanks alot @ all. :up:

Biotec, Engineering, Energy tec, Weapon tec are clear now.

Leaving two technologies that are not clear to me or rather said are open for discussion:
-I guess propulsion makes ships more mobile/agile (?).
-But I really have no clue what computer technology affects.
--perhaps ship's accuracy in combat (?)
--edit: I tried to test if computer changes security at all, I teched from comp 5 -> comp 6. No bonus: I had 2530 points before and 2530 points afterwards in the security tab. I guess only a modder could answer that.
I don't think computer tech affects ships in any way other than a tech level requirement to be able to build the ship;
Propulsion tech sets your short, medium and long map ranges. If you look at the in-game tech description, on propulsion it says something like "3/5/7"; those are the short, medium and long map ranges, in squares from your shipyards and outpost/starbases.

User avatar
Alexon
Cadet 1st Year
Cadet 1st Year
Posts: 3
Joined: Tue Jan 21, 2014 1:42 pm

Re: What is the point of Research 10 and more?

Post by Alexon » Sun Feb 02, 2014 3:31 pm

That's really insightful. Thanks
~ The slowest one goes always faster than one who wanders around aimlessly ~
I also play EVE Online, click here as my buddy, add mrsclean.

User avatar
greenpeace
Cadet 1st Year
Cadet 1st Year
Posts: 4
Joined: Tue Apr 05, 2011 2:00 am

Re: What is the point of Research 10 and more?

Post by greenpeace » Sun Mar 06, 2016 7:52 pm

I ran a test on the game I'm now playing (Error Correction mod further Ultimate Editor tweaked with weapons doing half damage, which I highly recommend.)

Klingon Legendary Heavy Cruiser II vs Fed Outpost II, disruptor damage:
Weapons research 10: 616 damage
Weapons research 11: 616 damage
That's 100% damage since my K'Vorts have 22x28 disruptors.

Klingon Legendary Heavy Cruiser II vs Ferengi Raider II:
Weapons research 10: 540 damage
Weapons research 11: 540 damage

Same turn, same ships, just one I let the research finish and the other I went back to the save and stopped it.
So, it seems there's no accuracy bonus to Future Weapon Tech, and unless my edit to half damage incurs a rounding error, it seems there's no damage bonus either.

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 5865
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: What is the point of Research 10 and more?

Post by thunderchero » Sun Mar 06, 2016 10:49 pm

greenpeace wrote:So, it seems there's no accuracy bonus to Future Weapon Tech
with the complicated combat calculation the bonus would be so small if any once rounded up or down. but you might also try again but delay combat 2 more turns after reaching next tech bonus calculations may have 1-2 turn delay?

any way here is a quote from Gowron on subject
Gowron wrote:Reminder of the effects of future technology

Future Biotech increases the output of manned food structures.
(default: +2% per biotech level)

Future Construction Tech increases the output of manned industry structures.
(default: +2% per construction tech level)

Future Energy Tech increases the output of manned energy structures.
(default: +2% per energy tech level)
It also increases the strength of shield generators (default: +50 shield strength per energy tech level; can be changed using the Ultimate Editor).

Propulsion Tech 11 increases ship range (this can be modded). Any further Future Propulsion Techs won't have any effect (this cannot be modded ;)).

Future Weapon Tech increases the ground combat strength of star systems and troop transports (this can be modded).
It also increases the strength of orbital batteries (default: +80 firepower per tech level; can be changed using the Ultimate Editor).

For modding the +2% bonuses on the output of manned structures, see this topic.

Post Reply

Return to “BOTF Strategy Guide”

Who is online

Users browsing this forum: No registered users and 4 guests